Cities grow around the structures on their ground #128
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Tracker: #3607
Step 1 of #3558. Shared city growth takes the tiles that structures hold and never lays a plot, a street run or an avenue paving on them; the city keeps growing elsewhere.
growCitytakes the held tiles and hands them togrowStepandpave.openLandrefuses a held tile, soplotsOf,traceRunandpaveall skip it.advanceGrowthpasses the footprints of its live structures, rising or finished (the pathfinder's fixed occupants). The stall on a mobile unit standing on a new plot stays.growCitycaller passes none: founding inlayoutCities,projectCityandreplayCity, the towns bench, the mocks, the Cities Yard town and the tests.canPlaceCityBuilding,insertBuildingand the AI'scityLayoutsare unchanged.Tests:
grown107 for its last 13 steps.Checks against main
672fc28:npm run towns -- --json: the same 26 rows; the timing goes to stderr.Math.randomseeded per match: small seeds 1–6 (2 seats), medium 1–4 (3 seats), large 1–4 (4 seats), each to its end. All 14 give the same think trace, end reason, winners and summary as main.npm run benchbattle, economy, cities and churn (128, wan, seed 11): frame, game and command hashes and every client row equal to main's.Gates on
c291482:fullruns 1 and 2 of the implementing run each passed build andnpm test841/841, and failedtest:phone64/65 only on the HUD 1280×720 layout test's 5000 ms timeout (bug #3419, failing on main too).src/client/hud.phone.tsrun by itself passes 31/31.fullfailednpm test833/841 on 5000 ms timeouts alone: hud-css's text contrast, hud-mock's scene loop (with the two assertions that follow it), two craft gunship-landing tests, collapses' no-scale test and wrecks' Medium shards test. That suite took 63.6 s. Run alone, each of those files passes in under 1.5 s.fullrun 1 of the follow-up run passed: build,npm test841/841 in 15.0 s,test:phone65/65.